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Designing Tomorrow: Sustainable Futures via Storytelling, Media Arts, and Minecraft

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Roundtable presentation
Research Paper
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Session description

This study, conducted with undergraduate researchers, produced adaptable resources for high school teachers to integrate sustainability, storytelling, and Minecraft Education. Findings highlight how interdisciplinary, technology-driven approaches foster climate literacy, creativity, and civic engagement. Attendees will gain replicable strategies and research-based tools to support future-ready, equity-focused teaching.

Framework

The project is grounded in:
•Dewey’s experiential learning theory (1938), emphasizing authentic, real-world problem-solving.
•Universal Design for Learning (CAST, 2022), ensuring accessibility and flexibility.
•Mayer’s multimedia learning principles (2014), leveraging multimodal learning.
•Design thinking frameworks, positioning teachers to guide students as innovators in sustainability challenges.

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Methods

•Design: Qualitative case study (Yin, 2018).
•Participants: 7 undergraduate research assistants who collaborated to design and pilot the resource package.
•Data Sources: Researcher journals, design meeting notes, draft lesson plans, and reflective discussions.
•Analysis: Reflexive thematic analysis (Braun & Clarke, 2021) identified themes of usability, engagement, and pedagogical effectiveness. Triangulation across reflections, drafts, and feedback enhanced credibility.

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Results

Findings revealed that:
•Teachers valued the adaptable lesson templates that blended storytelling, media arts, and Minecraft Education.
•Resources supported cross-disciplinary integration, linking arts, sciences, and civic education.
•Undergraduate researchers gained professional growth and collaborative skills through the design process.
Expectations include scaling access to these resources so teachers can strengthen climate literacy and empower student agency with creative, technology-driven learning.

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Importance

This project bridges theory and practice by providing research-informed, ready-to-use teaching resources. It offers a replicable model for integrating game-based learning and media arts into sustainability education. The work advances ISTE’s focus on equity and empowers educators with scalable, innovative strategies for future-ready classrooms.

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References

•Braun, V., & Clarke, V. (2021). One size fits all? What counts as quality practice in (reflexive) thematic analysis? Qualitative Research in Psychology, 18(3), 328–352. https://doi.org/10.1080/14780887.2020.1769238
•CAST. (2022). Universal Design for Learning guidelines version 3.0. http://udlguidelines.cast.org
•Dewey, J. (1938). Experience and education. Macmillan.
•Mayer, R. E. (2014). The Cambridge handbook of multimedia learning (2nd ed.). Cambridge University Press.
•Root-Bernstein, R., & Root-Bernstein, M. (2013). The art and craft of science. Educational Leadership, 70(5), 16–21.
•Yin, R. K. (2018). Case study research and applications (6th ed.). Sage Publications.

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Presenters

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Assistant Professor of Art
University of South Carolina Lancaster

Session specifications

Topic:

Artificial Intelligence

Grade level:

9-12

Audience:

Curriculum Designer/Director, Teacher Development, Teacher

Attendee devices:

Devices not needed

Subject area:

Interdisciplinary (STEM/STEAM), Science

ISTE Standards:

For Educators: Designer
For Students: Empowered Learner, Creative Communicator

Transformational Learning Principles:

Spark Curiosity, Prioritize Authentic Experiences